Last week we had complaints by some players that we were all playing way too much DEATHMATCH,FORCE ON FORCE senerios... this makes sense when we start off with a small group but as more people arrived they all wanted their fix on a that very same game while others were getting burned out because now there were enough to actually do senerios...

I recommend that team death match , force on force take place EARLY for small group arrivals and Late when team population has diminished.

When Teams sizes reach a serious numbers now is good time to opt for the senerios!Please try new ones so it doesn't get boring!

Now Back to the list of Game senerios:

some players aparentllly did not understand how PILOT DOWN SENERIO is played and kept shooting the pilot,Didn't attempt to recover him nor take him to the extraction point!

This is MILISIM people! Learn the rules and goals of all the games.

Each game type is a mission....I would like all the players to post a List of all the Cool Game senerios here on this post as well as the mission goal and rules, bases, flags, or any respawns.

Post each game senerio as a single quote so its in order....!

I only have beef if you post a game where you must enter an enemy spawn point- SUICIDAL, UNWORKABLE, and, UNACEPTABLE!

I would like to have people refer to your listed post on all games so no one is left wondering how it all goes!

Last edited by SandDragon on Mon Jun 11, 2012 6:10 pm; edited 1 time in total

Teams: A and BObjective: Get all the opposing team’s players into your jailHits: 1Setup: Players are divided up into two teams (A&B)Play: Teams engage each other when the ref signals the start of the game. When a player is hit they immediately call “hit” and proceed to the opposing team’s jail with their hands in the air. The jail is usually located near the opposing team’s starting point. Teammates can rescue players from jail by entering the jail and touching any part of a prisoner. They prisoner is then immediately back in the game. In order to free other teammates either of these players must travel back the center of the field before returning to the jail. The game is over once all players for one team are in jail.

Here's a rather idiotic one we thought of a while ago. Full facial protection is recommended, unless you like going to work next day with what looks like a painful batch of forehead-acne.Weapons- Pistols, Shotguns, Sniper rifles, AEGs restricted to one teamTeams-Civilians, Zombies, and SoldiersZombies don't get anything, Civilians can pick a pistol, shotgun or sniper rifle, soldiers can get anything.The game starts with both human teams getting along fine. Zombies carry no weapons, yet will run at people as fast as they can. One touch, and you're out.No firing at zombies within a certain range, depending on the velocity of the weapon and the mercy rules of the area.Headshots are the only thing that can take them down, anything else can be ignored.After there are a certain number of casualties on the Soldier and Civilian side, both sides should turn on each other, in typical zombie movie fashion (ie. Day of the Dead, 28 days later, ETC). Buildings can be garrisonned.After a lot more people die, the remaining human groups can group together, or choose to travel in small packs and still fight each other if they wish. Anyone tagged by a zombie is to go to the Zombie spawn-point and start as one of them.OPTIONAL RULE- Civilians wear green glowsticks, Soldiers wear red ones. This helps distinguish between the two teams in the dark, and the 'zombies' do always seem to know where to go...

Last edited by SandDragon on Thu Jul 15, 2010 3:10 pm; edited 1 time in total

When the game starts, all the players draw lots. Some of those lots will say "Innocent", and a number relative to the number of players will say "Traitor". The goal of the Innocents is to find out who the Traitors are, and the goal of the Traitors is to eliminate all of the innocents by whatever means necessary. The Traitors have the tactical advantage that the Innocents don't know who they are. The referee should know who the traitors are, or at the very least know how many traitors there are. He may not say how many traitors there are to the players, it is up to them to figure it out. At no time may a player show his lot to anyone else. You may want to consider having the player give his lot back to the ref after they have read their assignment.

When shot, the player must sit down where they are. This is to simulate their dead body on the field. They may not speak or shout out their position. They are dead and out of the game. Players are allowed three hits before they die and are required to reveal truthfuly how many hits they have received if asked.

When a dead player approached by a living player, the living player may request such information as:o What kind of weapon they were killed with. (if known)o How long ago they were killed.o Whether they were innocent or a traitor. (DEAD MEN TELL NO LIES)o NOTHING ELSE! At no time is the deceased player to reveal the identity of his killer lest he be kicked out of the game (or out of the building).o NO OTHER IDENTIFYING INFORMATION MAY BE REVEALED BY THE DEAD PLAYER! PERIOD! END OF DISCUSSION! (OR TALES!)o If they were killed by a safety kill (silent kill), they may not pass on any kind of information as to how they were killed other than saying "broken neck" or "knifed". Nothing more. This is to simulate an investigation on the dead body.

Rules of Engagement:o Standard ACQB rules apply (safety kills, etc...)o Traitors may ask other players if they are a traitor at their own risk. Ask the wrong person, and you are very much screwed.o Aiming your weapon at someone is allowed. This can be used as a test to see the persons reaction to being threatened, as traitors will often appear more anxious when threatened with failure.o Both Traitors and Innocents are allowed safety kills subject to the dead player rules outlined above. This can actually work to the traitors advantage since no sounds are made (or at least no sounds should be made by either party). Safety kills are an instant kill no matter how many hits the victim has left.o If a player is attacked, it is to everyones benefit if the attacked player yells out where he is being attacked and who is attacking him.o Traitors may move "dead" players by instructing the player to stand up, place at least one hand on his shoulder, and move him where he wants. This includes out of the arena. However, the traitor must escort the dead player all the way out of the arena. He can't simply tell him to get out. This is to simulate the traitor dragging a dead body. If caught however... hehe, use your imagination. :po Everything else is up to the players own cunning and wit. Figuring out who can be trusted and who can't be trusted is the whole point of the game.o If you decide to kill someone and you are not the traitor, then you must have solid evidence to back your decision otherwise you could be branded the traitor.o It is very poor form to hold your lot up and announce "I'M INNOCENT!" if you're innocent. That is just a diick move that should not be tolerated by the referee as it ruins the fun for everyone else.What do you all think? I think I covered all the bases here, but I can't help but feel that there's something I forgot. This isn't meant to turn into a "zombie" style of game, where dead players become traitors. This is meant to be a game of investigation, strategy, and wit. If this field didn't have such a widespread problem of dishonesty among players, I would say this game could work. But I want to hear from everyone else.

Rules2 teams, should be as even as possible.1 shot out; as many rounds as wanted.Should be played outdoorsOne team is hiding and only has closerange weapons, as to encourage the hiding. If a seekers shoot/or gets shot by a hider the shot person is out. Once they are out they must go to the "jail" at the other team's base."keys" represented by anything you want are the only way to release captured teammates 1/team. Keys should be place toward the center of the field. Theoretically this games keys are wristbands. Say an enemy is heading to free your captured targets. Your teammate shoots him. Your teammate would then pick up the wristband and be the key holder. The other team can only retrieve keys by killing the holder or a new round starts. the game ends when all of 1 team have be captured.

This moderator confers privately with each player before the game begins. The moderator will secretly choose 1-3 players to be the moles. The moderator can choose to divide the moles among the teams however he wants, to keep everyone on their toes. There could be an equal amount of moles on each team, more moles on one team than the other, all moles on one team, or no moles at all. No one knows except the moderator.

Since each player will be meeting with the moderator privately, anyone could potentially be a mole. Naturally everyone will act as if they are loyal to their team, whether or not that is the truth.

The moles cannot reveal their true loyalty to anyone, even the other team, because that's how real moles work. Usually one person knows about their true loyalty, and he disavows any knowledge of his or her actions if discovered. If the other team didn't shoot at the mole (their teammate) it would be obvious who the mole is. If the moles were to reveal their identities to the teams they are playing for (but not really loyal to) then obviously it would result in their death seeing as how he/she would already be among their enemies.

The only time a mole can divulge his or her identity in any way is if they are trying to get a player on the other team (the other team will be the team they are supposedly playing for) to defect and join his team, which would put another mole in the midst of the team he was originally on. This could work because theoretically, the mole would only do so if they had the other player in an isolated location at gunpoint, out of view of everyone else --> If he tried to get more than one player at once, one of them would kill him. So then this raises the question---why would a player on Team A want to defect to Team B? He would go down in the local airsoft community as a traitor who abandoned his team, but of course the other team would hail him as a hero and he would have his own glory (albeit a shameful and notorious glory, that some people might want). Of course if the player that the mole tries to persuade doesn't want to defect, the mole would be exposed (exposure in this way is legal) and killed very quickly. If this happened in isolation, it would be a matter of who shoots first. If the mole is successful, the dead team member who was alone with one other person might raise the suspicion of his team, but the mole could also cover his tracks saying someone on the other team killed him.

So then how would the moles even work for the other team if he has to keep his identity secret? I'm sure all of you have accidentally shot a teammate before. The moles could 'accidentally' do so as well.

The game is over when everyone on one team is dead. If the mole is the only one that remains, he can divulge his identity as the mole only at this time. This is very unlikely, as the other team would probably kill their own moles since only one person sworn to secrecy would know of his or her true loyalty.

stun a pilot for 10 seconds to collect him, if not recovered pilot will run away!

team 2 and 3 are enemies looking for the pilots

Pilots will start on the field at a given location. but is free to move around once the game starts. Team 2 starts in the staging area, and is given a general idea as to the pilots location. Team 3 will start in the embassy. also with a general idea as to where the pilot is (they saw the parachute) Team 2 is to find the pilot and move to the given extraction point and hold for 2-5 minutes for the helicopter extraction.

Team 3 is to not let that happen. kill the pilot and the rescue team.

altered senerio pilot refuses to be captured by either team and will shoot back!- respawns unlimited and game is over when 1 team collects all the pilots and has held them at their extraction point.

Deathmatch version: No respawns at all except for pilots which must be stunned and collected.

A pilot can go free if their capture has been killed and they have not been recovered in 10 seconds!

Last edited by SandDragon on Wed Jun 09, 2010 10:00 pm; edited 1 time in total

Scenario: Zombies are spread out, hidden, through a town in any dark corner they can find. A quarantine/sterilization task force of humans has been sent to establish a sealed perimeter, and eliminate any possible threat to further contamination. The viral infection is known to spread through contact, not necessarily through saliva, (no biting, guys).

Set Up: Zombies surrender any and all of their weapons. They take the field, and hide wherever they like with the exception of directly outside the Staging Area door. Zombies may not camp the Staging Area door. Of all players ~2/3 should start Zombies. The game may be played lowlight, if that is preferred. Humans begin with weapons in the Staging Area, and when the referee announces so, they are released, and may enter the field. When a Zombie is hit, he or she calls out hit and immediately takes a knee or sits down. They may not communicate to other Zombies while down. After 30 seconds, a Zombie may get back up, if they wish after being hit. Zombies have 4 hits, (unless there is a small overall group), until they die. If a Zombie comes into contact with a Human, (NOT the Human's weapon), that Human must holster, sling, or surrender their weapon and surrender their vest. They kneel, or sit, for 30 seconds, and then officially become a Zombie. They may stand and attack at any time after their 30 second transformation. Humans may NOT remain in the Staging Area. If all Zombies are eliminated, then the Humans win. If all Humans become Zombies, then.. well, I guess you can figure that out...

Issues: The only possible problem I can see is Zombies running at Humans and getting hurt themselves, hurting others, damaging or destroying equipment, or cqb's nice new walls. I dont know about you, but im perfectly happy running at someone, getting hit, sitting down, jumping up again only to be hit. Zombies have four hits... They should be able to, even by jumping up and getting immediately shot, encroach well upon Humans' positions, plus they have the element of surprise. The Humans dont know where the Zombies are. They could be anywhere. Even.. right behind you. omg. !1.

Modification:Human team had a Medic that can heal Humans if contacted. Tricky part is, if a Human is contacted, this means a Zombie is near. Very near. Unless the team takes him out, he could take the Medic.

So yeah, anyone concur, think it might be worth trying? There should be a good challenge present for both teams, with the Humans outnumbered and the Zombies having to dodge, slide, dive, etc..

Last edited by SandDragon on Thu Jul 15, 2010 3:04 pm; edited 1 time in total

SWAT: This Team consists of mainly experienced players, this is aout 30%-40% of the people. Basically the same as the 300 team if there are enough people. This team wears vests.Terrorists: This consists of the 60%-70% of the players. This team is non-vestVIP: This player is going to be me or somebody else who clearly understands the rules and responsibilitys. The VIP will be wearing the green Referee vest or something VIP!

Objectives:

SWAT Objectives: The SWAT's objective is to protect the VIP at any cost, kill the terrorists, and bring the VIP to the extraction point (Either Jail House or 7-11).Terrorist Objective: Terrorist's objective is to kill the SWAT and either kill or take hostage the VIP.VIP Objective: The VIP's objective is to follow the SWAT team and help them reach the objective point. The VIP will follow the designated SWAT members at all times, no wandering. The SWAT do not need to hold the VIP, the VIP must follow the SWAT. The VIP will be armed with a pistol with only one mag for self-defense, not to be a hero and go attack the other team. Hits from the VIP do count.

Hits:

SWAT Hits: I would like to use the Med kits that were used at the Acme Invitational for cut throat medic. The SWAT will have 3 Med-Kits with 10 White healing bands. A player may not heal themselves, they must give the Med Kit to a team mate to be healed. You heal someone by tieing a white arm band around their arm or leg.Terrorist Hits: Each Terrorist have 2 hits. They must Visualy disengage once shot before re-engaging. After the second hit, the player leaves the field. Friendly fire counts for Everybody.VIP Hits: Once the VIP is shot, he must sit down exactly where shot, in a non-threatening position. The terrorists may then kill the VIP by tapping him 3 times, like in Gears of War/Killzone. The terrorists also have the option of taking the VIP hostage, by just walking up and grabbing by the arm and taking. Once the VIP is tapped out, the game is over, SWAT loses.

Starting Points:

SWAT Starting Point: The SWAT team will either start on Embassy or Bank/7-11 Side. It is their choice since they have less players. If they select Embassy side, then their extraction point is 7-11. If they select 7-11 side, then their extraction point is Jail House.Terrorist Starting Point: The terrorist's starting will be opposite to that of the SWAT's.VIP Starting Point: The VIP will start on the same side as the SWAT.

Teams: A&BObjective: EliminationHits: 1 and 1Special Equipment: 2 med kits with first aid ropes inside. Each rope is tied to the inside of the med kit and has a knot at each end.Setup: Teams are divided up normally and deployed to their respective starting areas. Once deployed each team decides on who will carry the med kit. That person will be the medic. Teams may also decide to use a special code word for the medic.Play: The ref signals the start of the game. When a player is hit they go to the ground and call for the medic. They are now wounded. Wounded players may talk and give instructions to other players. They may not move or fire their weapons. A medic may heal a player by doing the following:

Pulling out a first aid rope from the med kitUntying the knots at each end of the ropeTying the rope around the arm of the wounded player.The wounded player is now healed. They can return to play. If they are hit again they are eliminated. The game is over when all players from one team are all either wounded or eliminated.Special Rules for Medics and Med Kits: If the medic is hit they must go down to the floor. They may not heal themselves. A team member may come up to the medic go through the steps to heal them (see above). The team member may also ask for the med kit and not heal the medic. Opposing players may also approach the wounded medic and request the med kit. If this happens the med kit is not the property of the other team. The medic must surrender the med kit to any player that requests it.

Teams: 1 defending team and 1 attacking teamObjective: Defuse bomb in limited amount of timeHits: Players 1Setup: Players divided up evenly, defending team takes object used as bomb (preferably soda can, more on this later) and hides bomb in disclosed location, and then disperses to areas around bomb suited for defensePlay: After the defending team is set up, a stop watch or time keeping device of the sort is set for any time limit you want (I've played with 10 minutes usually). The attacking team then sets out in search of the bomb. Once players are hit they are down and out for the rest of the match. After discovering the bomb (soda can) the attacking team defusing it. To defuse it we usually just shoot it enough so that the liquid within pours out. Once the can is empty, the bomb is then defused and the attacking team must make it back to their starting location for "evacuation". If the attacking team does not make it back in time then the defending team wins. The defending team also needs to make it to a safe point before the time runs out so they don't get caught up in the explosion. The safe point should be the same distance as the attacking teams starting location but not visible from it.

you get shot you're stuck there till any other team mate comes and touches you doesn't matter who. or to make things kinda neat if your team can't reach you they can shoot you to bring you back into the game. (i dunno seems kinda neat) =P uhh games over at a time limit or when all of one team is frozen.

teams elect their favorite team players who are worthy of being a medic.

The game should start out with even number teams and maybe 4 - 8 medics on each matching team.

team requires a medic type messenger bag with a red cross on white circle field or tape a cross onto helmet or gear for ID.-use red tape or a marker to draw a simple cross.

Players shot in the field will have to remain out of action until a medic arrives and can and should cry for help!.... LOL! the player must remain wherever they got shot so they must be found and can only cry for help!... LOL!

team help cries should be ID calls like solids or stripes or black team or white team.

Medics merelly need to tap a wounded player to revive them back to active duty.

since medics will be extremelly rare in the teams they will be the most hunted players in the game and cannot be healed unless another medic is present.

this will require a unit to provide heavy support to back up each medic and each unit medic will have to watch out for enemy ambush using the wounded as a trap!

this will initiate possibiliies by the medics decisions on who is worth risking and saving or ignoring due to extreme threats.

The game is over if all the medics are dead / wounded and all the players on a team or most of them are eliminated.

this game will be more balanced for charging tactics and some reckess tactics like running and well balanced for hiding/ camping. your active time or out of action time will vary based on team play and a brave set of medics/ cowards ...LOL!

a word of note that although medics are extremelly valuable in this type of game.You will also note that although they may retreat from most engadements and may seem cowardlly their will be times when he will have to run through heavy fire to reach a wounded squad!

Setup - 1 volunteer for Rabbit, Search team of 5-8Play - The Rabbit will be given a time between 2 and 5 minutes to hide. The Search team will then enter and attempt to flush out the Rabbit. Time limit between 10 - 20 minutes.

Rabbits Objectives-The Rabbit enters the game UNARMED!- Elude the pursuers.- Perform a knife kill and retrieve that persons weapon. (Rabbit may than engage the Search team with the confiscated weapon.)... in this case the rabbit can now use his own personal weapon!- don't really use another players weapon!

Search team objectives- To initate Search- To secure Rabbit's position- To eliminate Rabbit, hopefully before he secures a weapon- To bring home entire team! (not necessary to win, but it sounds good!)

There are many variations that can be implemented, including more than one Rabbit, splitting search teams, limiting times, respawns, limiting weapons allowed in play, etc.

Last edited by SandDragon on Wed Jun 09, 2010 1:23 pm; edited 1 time in total

One person is dubbed Pacman, and is handed a broom and bucket, must collect items deemed pellets...,(A NOOB GAME not really for S.F.A.R.) The other are ghosts.

Pacman has to go throughout the halls of building yelling "WOKKA WOKKA"- opptional! whilst trying to pick up as many bbs items as possible. At this point, the ghosts have weapons free and Pacman is unable to return fire.

if pac man is hit he drops his item stash.

if the guost are hit they must return to their respawn room.

victory is secured if all pellet items are collected-eatened!

Pacman dies if finally surrounded and tagged!

If Pacman is able to find a bb of a color other than white, he yells out "POWER PELLET" and begins to shoot at the ghosts, who are then unable to return fire. This lasts for a prespecified amount of time- 5 minutes?.

Nobody can walk faster than a slow shambling pace... but we can speed it up!

The game is over when either Pacman or the ghosts are eliminated, or the players realize that perhaps a scenario based on an early 80s arcade game may not be the best use of time.

this game was designed around the abandonded building design so is only a building game.

Last edited by SandDragon on Wed Jun 09, 2010 1:20 pm; edited 1 time in total